/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h
Passes through calls to ClientFillNetworkMoveData on eachFCharacterNetworkMoveDatamatching the client moves. Note that ClientNewMove will never be null, but others may be.
virtual void ClientFillNetworkMoveData ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * ClientNewMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * ClientPendingMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * ClientOldMove )